Jump to content
 







Main menu
   


Navigation  



Main page
Contents
Current events
Random article
About Wikipedia
Contact us
Donate
 




Contribute  



Help
Learn to edit
Community portal
Recent changes
Upload file
 








Search  

































Create account

Log in
 









Create account
 Log in
 




Pages for logged out editors learn more  



Contributions
Talk
 



















Contents

   



(Top)
 


1 Common primitives  





2 Application in GIS  





3 In 3D modelling  





4 In graphics hardware  





5 See also  





6 References  





7 External links  














Geometric primitive






Azərbaycanca
Български
Català
Deutsch
Español
Français
Italiano
Latviešu
Polski
Slovenčina
Українська
 

Edit links
 









Article
Talk
 

















Read
Edit
View history
 








Tools
   


Actions  



Read
Edit
View history
 




General  



What links here
Related changes
Upload file
Special pages
Permanent link
Page information
Cite this page
Get shortened URL
Download QR code
Wikidata item
 




Print/export  



Download as PDF
Printable version
 
















Appearance
   

 






From Wikipedia, the free encyclopedia
 


Vector graphics consists of geometrical primitives.

Invector computer graphics, CAD systems, and geographic information systems, geometric primitive (orprim) is the simplest (i.e. 'atomic' or irreducible) geometric shape that the system can handle (draw, store). Sometimes the subroutines that draw the corresponding objects are called "geometric primitives" as well. The most "primitive" primitives are point and straight line segment, which were all that early vector graphics systems had.

Inconstructive solid geometry, primitives are simple geometric shapes such as a cube, cylinder, sphere, cone, pyramid, torus.

Modern 2D computer graphics systems may operate with primitives which are curves (segments of straight lines, circles and more complicated curves), as well as shapes (boxes, arbitrary polygons, circles).

A common set of two-dimensional primitives includes lines, points, and polygons, although some people prefer to consider triangles primitives, because every polygon can be constructed from triangles. All other graphic elements are built up from these primitives. In three dimensions, triangles or polygons positioned in three-dimensional space can be used as primitives to model more complex 3D forms. In some cases, curves (such as Bézier curves, circles, etc.) may be considered primitives; in other cases, curves are complex forms created from many straight, primitive shapes.

Common primitives[edit]

The set of geometric primitives is based on the dimension of the region being represented:[1]

In GIS, the terrain surface is often spoken of colloquially as "2 1/2 dimensional," because only the upper surface needs to be represented. Thus, elevation can be conceptualized as a scalar field property or function of two-dimensional space, affording it a number of data modeling efficiencies over true 3-dimensional objects. A shape of any of these dimensions greater than zero consists of an infinite number of distinct points. Because digital systems are finite, only a sample set of the points in a shape can be stored. Thus, vector data structures typically represent geometric primitives using a strategic sample, organized in structures that facilitate the software interpolating the remainder of the shape at the time of analysis or display, using the algorithms of Computational geometry.[2]

A simple polyline
A 3D torus prim created in Second Life, an example of a parametric shape
A NURBS surface

Application in GIS[edit]

A wide variety of vector data structures and formats have been developed during the history of Geographic information systems, but they share a fundamental basis of storing a core set of geometric primitives to represent the location and extent of geographic phenomena. Locations of points are almost always measured within a standard Earth-based coordinate system, whether the spherical Geographic coordinate system (latitude/longitude), or a planar coordinate system, such as the Universal Transverse Mercator. They also share the need to store a set of attributes of each geographic feature alongside its shape; traditionally, this has been accomplished using the data models, data formats, and even software of relational databases.

Early vector formats, such as POLYVRT, the ARC/INFO Coverage, and the Esri shapefile support a basic set of geometric primitives: points, polylines, and polygons, only in two dimensional space and the latter two with only straight line interpolation. TIN data structures for representing terrain surfaces as triangle meshes were also added. Since the mid 1990s, new formats have been developed that extend the range of available primitives, generally standardized by the Open Geospatial Consortium's Simple Features specification.[3] Common geometric primitive extensions include: three-dimensional coordinates for points, lines, and polygons; a fourth "dimension" to represent a measured attribute or time; curved segments in lines and polygons; text annotation as a form of geometry; and polygon meshes for three-dimensional objects.

Frequently, a representation of the shape of a real-world phenomenon may have a different (usually lower) dimension than the phenomenon being represented. For example, a city (a two-dimensional region) may be represented as a point, or a road (a three-dimensional volume of material) may be represented as a line. This dimensional generalization correlates with tendencies in spatial cognition. For example, asking the distance between two cities presumes a conceptual model of the cities as points, while giving directions involving travel "up," "down," or "along" a road imply a one-dimensional conceptual model. This is frequently done for purposes of data efficiency, visual simplicity, or cognitive efficiency, and is acceptable if the distinction between the representation and the represented is understood, but can cause confusion if information users assume that the digital shape is a perfect representation of reality (i.e., believing that roads really are lines).

In 3D modelling[edit]

In CAD software or 3D modelling, the interface may present the user with the ability to create primitives which may be further modified by edits.[4] For example, in the practice of box modelling the user will start with a cuboid, then use extrusion and other operations to create the model. In this use the primitive is just a convenient starting point, rather than the fundamental unit of modelling.

A 3D package may also include a list of extended primitives which are more complex shapes that come with the package. For example, a teapot is listed as a primitive in 3D Studio Max.

In graphics hardware[edit]

Various graphics accelerators exist with hardware acceleration for rendering specific primitives such as lines or triangles, frequently with texture mapping and shaders. Modern 3D accelerators typically accept sequences of triangles as triangle strips.

See also[edit]

References[edit]

  1. ^ Peuquet, Donna J. (1984), A Conceptual Framework and Comparison of Spatial Data Models, Cartographica 21 (4): 66–113. doi:10.3138/D794-N214-221R-23R5.
  • ^ Vector Data Models, Essentials of Geographic Information Systems, Saylor Academy, 2012
  • ^ Open Geospatial Consortium, OpenGIS Implementation Specification for Geographic information - Simple feature access, Version 1.2.1
  • ^ "3d studio primitives".
  • External links[edit]


    Retrieved from "https://en.wikipedia.org/w/index.php?title=Geometric_primitive&oldid=1189653726"

    Categories: 
    Computer graphics
    Geometric algorithms
    Hidden categories: 
    Articles with short description
    Short description matches Wikidata
     



    This page was last edited on 13 December 2023, at 05:09 (UTC).

    Text is available under the Creative Commons Attribution-ShareAlike License 4.0; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization.



    Privacy policy

    About Wikipedia

    Disclaimers

    Contact Wikipedia

    Code of Conduct

    Developers

    Statistics

    Cookie statement

    Mobile view



    Wikimedia Foundation
    Powered by MediaWiki